Results for spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-float.vert

Overview

Status: fail
Result: fail

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Details

Detail Value
returncode 1
time 0.27982378006
note
Returncode was 1
command
/home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-float.vert pass 1.20
errors
  • Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-float.vert: 0(16) : error C1307: non constant expression for array size
  • 0(17) : error C1307: non constant expression for array size
  • 0(18) : error C1307: non constant expression for array size
  • 0(19) : error C1307: non constant expression for array size
info
Returncode: 1

Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.20/compiler/built-in-functions/op-div-mat2-float.vert: 0(16) : error C1307: non constant expression for array size
0(17) : error C1307: non constant expression for array size
0(18) : error C1307: non constant expression for array size
0(19) : error C1307: non constant expression for array size



Output:
Shader source:
/* [config]
 * expect_result: pass
 * glsl_version: 1.20
 * [end config]
 *
 * Check that the following test vectors are constant folded correctly:
 * (mat2(1.6, 1.53, 0.75999999, -1.0) / -1.33) => mat2(-1.2030075, -1.1503758, -0.57142854, 0.75187969)
 * (mat2(1.6, 1.53, 0.75999999, -1.0) / 0.85000002) => mat2(1.8823529, 1.8, 0.89411759, -1.1764705)
 * (mat2(-0.13, -1.4, -0.87, 1.4) / -1.33) => mat2(0.097744353, 1.0526315, 0.65413535, -1.0526315)
 * (mat2(-0.13, -1.4, -0.87, 1.4) / 0.85000002) => mat2(-0.15294117, -1.6470587, -1.0235294, 1.6470587)
 */
#version 120

void main()
{
  float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / -1.33)[0], vec2(-1.2030075, -1.1503758)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / -1.33)[1], vec2(-0.57142854, 0.75187969)), 2) <= 3.6624453e-10 ? 1 : -1] array0;
  float[pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / 0.85000002)[0], vec2(1.8823529, 1.8)), 2) + pow(distance((mat2(1.6, 1.53, 0.75999999, -1.0) / 0.85000002)[1], vec2(0.89411759, -1.1764705)), 2) <= 8.9667812e-10 ? 1 : -1] array1;
  float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / -1.33)[0], vec2(0.097744353, 1.0526315)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / -1.33)[1], vec2(0.65413535, -1.0526315)), 2) <= 2.653513e-10 ? 1 : -1] array2;
  float[pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / 0.85000002)[0], vec2(-0.15294117, -1.6470587)), 2) + pow(distance((mat2(-0.13, -1.4, -0.87, 1.4) / 0.85000002)[1], vec2(-1.0235294, 1.6470587)), 2) <= 6.4966083e-10 ? 1 : -1] array3;
  gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length());
}

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